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Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others
The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.
This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.
Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
- Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
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- Benchmark performance against key competitors.
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- Suitable for supporting your internal and external presentations with reliable high quality data and analysis
Description:
Where is the largest and fastest growing market for the recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Recreation market global report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider recreation market, and compares it with other markets.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
- Market segmentations break down market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
- Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
- The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.
Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc., The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp. and Oriental Land Company Ltd.
The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.
The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.
The main types of recreation are amusements, arts and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older and involves various revenue sources such as media rights, merchandising, tickets and sponsorship.
Asia Pacific was the largest region in the recreation market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during forecast period. This continued economic growth is expected to increase investments in the end user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.
Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer generated environment which can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements.
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BePlay
REEVO Enters into a New Partnership with BePlay
REEVO has entered into a new partnership with BePlay, an innovative game studio recognised for combining handcrafted design, proprietary technologies and data-driven game mechanics to deliver engaging player experiences. This collaboration further strengthens REEVO’s aggregation ecosystem, adding a portfolio of high-performing content built to maximise engagement, retention and operator success.
Through this partnership, BePlay’s portfolio is now available on the REEVO aggregation platform, giving operators seamless access to a growing collection of distinctive slot experiences through a single integration. The addition reinforces REEVO’s commitment to continuously expanding its content offering with studios that bring originality, innovation and measurable performance.
At REEVO, building a world-class aggregation platform means partnering with providers that challenge convention and deliver content that stands out. BePlay has earned a reputation for creating games powered by custom technologies, advanced mechanics and its unique SMART DATA MODE approach, helping operators deliver experiences that resonate with players and drive commercial results.
As REEVO continues to grow its global network, partnerships like this play an important role in strengthening the diversity and quality of content available through the platform. By bringing together innovative studios under one ecosystem, REEVO empowers operators with greater choice, stronger engagement opportunities and scalable growth.
Daniel Cuc, Head of Account Management at REEVO, said: “Partnering with BePlay is another exciting step for REEVO as we continue to strengthen our aggregation platform with studios that bring a fresh perspective to game development. BePlay’s focus on innovation, technology, and player engagement aligns perfectly with our vision of delivering content that creates real value for operators. We are committed to building an ecosystem where quality content and seamless distribution come together, and BePlay is a fantastic addition to that journey.”
Sam Mamedov, Business Development Manager at BePlay, said: “Reevo has always stood out to me as an aggregator with genuinely top-tier standards, both in how they run their processes and how they do business. What really sets them apart is the warmth of their team. It’s something many companies lose as they grow, but REEVO has managed to maintain that human approach while operating at the highest level. I’m genuinely happy our partnership is taking off, and I think everyone will see the results of it very soon.”
The post REEVO Enters into a New Partnership with BePlay appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Dagmar Händler
NOVOMATIC Takes a Strong Stand on Employee Health and Workplace Safety
NOVOMATIC has held its annual Health Day at its Lower Austrian headquarters, underlining its consistent commitment to workplace health promotion and an attractive working environment.
The diverse range of activities focused on health, fitness and safety delighted more than 1000 employees at the 7th NOVO-Company Day at the headquarters in Gumpoldskirchen. The event is part of the “Enjoy Working With Us” initiative and underscores the international gaming technology group’s ongoing commitment to a healthy and motivated work environment.
This year’s Health Day was officially opened with a warm welcome from the entire Executive Board of the NOVOMATIC AG Group.
“The health, safety, and well-being of our employees are a central pillar of our company’s long-term success. That is why we make targeted investments in measures that promote a healthy, motivating, and supportive work environment. The NOVO-Company Day brings this commitment to life in a special way year after year and underscores the high priority NOVOMATIC places on these issues,” said Stefan Krenn, Member of the Executive Board of NOVOMATIC AG.
Dagmar Händler, Mayor of Gumpoldskirchen, said: “NOVOMATIC is a major employer and economic driver for Gumpoldskirchen as well as for the entire region. It is all the more gratifying that the company is once again sending such a clear signal this year regarding the well-being of its employees.”
The varied programme included, among other things, health screenings, blood tests, lung function tests and individual consultations on nutrition, ergonomics and smoking cessation. The offerings were complemented by various exercise and sports stations, including basketball, darts and e-bike test rides. Practical safety training sessions, such as a fire extinguisher drill and the “Coffee with Cops” event featuring police experts, rounded out the diverse programme.
The post NOVOMATIC Takes a Strong Stand on Employee Health and Workplace Safety appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
B2B
Gamingtec signs on as headline partner for Midnight Mayhem at ICE Barcelona
Gamingtec has been named Headline Impact Partner of Midnight Mayhem Fight Night, a charity boxing event run by Behind The Gloves and scheduled alongside ICE Barcelona on 19 January 2027.
Behind The Gloves said the campaign is targeting €150,000 in fundraising and will follow 16 industry figures as they prepare to box.
According to the organisers, Gamingtec’s support will cover elements including a six-month training programme, event fundraising, fighter storytelling and post-event impact reporting. The partnership will also support a WBC Adaptive Boxing showcase and reporting on how proceeds are distributed to charities nominated by fighters and partners.
Sapar Karyagdyyev, Founder of Gamingtec, said: “At Gamingtec, we believe the strongest partnerships create value beyond business, so supporting Midnight Mayhem was a natural fit for us. The initiative brings together people from across our industry to raise money for important causes while highlighting the positive impact the sector can have when it comes together behind a shared goal.
“We’re proud to support Behind The Gloves as Headline Impact Partner and look forward to growing the event, amplifying its fundraising mission and celebrating the participants throughout their journey to ICE Barcelona.”
Lee McFarland, Founder of Behind The Gloves, said: “A target like €150,000 isn’t achieved through enthusiasm alone – it’s achieved through commitment. Gamingtec’s decision to become our Headline Impact Partner strengthens every part of Midnight Mayhem and gives us the platform to create an even greater impact for the charities and communities we’re supporting.
“But more importantly, it sends a message. When a company of Gamingtec’s standing backs an initiative like this, it shows what our industry can achieve when businesses come together behind a shared purpose. That’s how one fight night becomes something much bigger, and I couldn’t ask for a better partner to have in our corner.”
The post Gamingtec signs on as headline partner for Midnight Mayhem at ICE Barcelona appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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